The first of this waves large scale vessels and a favourite amongst fans for it's ass kicking bounty hunter pilot Boba Fett, the Slave I is certainly a versatile combat vessel, capable of firing missiles, mounting extra cannons and being uniquely capable of dropping bombs and mines to keep enemies off it's tail, this ship is a deadly opponent to face in a one on one dogfight.
Faction: Galactic Empire/Bounty Hunters
Ship: Firespray 31
Primary Weapon Value: 3
The humble Firespray is legendary in the Star Wars mythos. First seen in Empire strikes back as the personal ship of everyone's favourite bounty hunter Boba Fett. The firespray is a versatile ship designed as a patrol and attack craft for local system governments and police forces. Bounty hunters use them due to their speed and maneuverability in combat, alongside their ample cargo space and holding cells. In X-Wing the Firespray/Slave I is a tough nut to crack although not as resilient as the Falcon. It's main strengths lie in it's ability to perform sharp turns to avoid fire and get onto the tail of unsuspecting fighters, while also being able to mount plenty of extra weaponry to make sure the job gets done.
It can fire in a forward and rear arc as well being the only ship currently capable in game of dropping mines and bombs to dissuade pursuers. It has moderate shielding and a decent hull when those shields drop, while it's 3 attack value means it can match the X-Wing and Interceptor for damage. It's main drawbacks are it's relatively low agility, which makes sense for a ship of it's size, while it's cost is also prohibitive to imperial players who enjoy fielding larger squads.
All Firespray-31 patrol craft are capable of performing the (Focus) (Target Lock) and (Evade) actions.
Expansion contents list:
Heavy laser Cannon
Stealth Device (2)
Below is the list of Firespray-31 pilots in ascending order of skill along with points cost and pilot abilities.
Name: Bounty Hunter
Skill Value: 3
Pilot Ability: N/A
Upgrades: Missiles, Crew, Bomb, Heavy Weapon
Squad Cost: 33
Name: Krassis Trelix
Skill Value: 5
Pilot Ability: When attacking with a secondary weapon, you may reroll 1 attack die.
Upgrades: Missile, Crew, Bomb, Heavy Weapon
Squad Cost: 36
Name: Kath Scarlet
Skill Value: 7
Pilot Ability: When attacking, the defender receives 1 stress token if he cancels at least 1 (critical hit) result.
Upgrades: Missile, Crew, Bomb, Heavy Weapon, Pilot Upgrade
Squad Cost: 38
Name: Boba Fett
Skill Value: 8
Pilot Ability: When you reveal a bank maneuver (left or right) you may rotate your dial to the other bank maneuver of the same speed.
Upgrades: Missile, Crew, Bomb, Heavy Weapon, Pilot Upgrade
Squad Cost: 39
I really feel that Boba feet has the weakest ability of the set here, although his skill can be useful when you need to outmaneuever a higher skill foe such as Wedge, Boba will be one of the first acting pilots of each round anyway so his ability will be tough to use effectively. Both Kath and Krassis on the other hand have great abilities which could see some major damage coming out of these ships. Kath and her ability to force stress tokens for each critical cancelled is pretty useful while Krassis can reroll one of those heavy weapon damage die, could be the difference between winning and losing.
The main thing with these large ships is the upgrades which are a bit of a double edged sword. Although they give some awesome benefits such as the heavy laser cannon or mercenary pilot, they all ramp up the cost of an already expensive ship in your squad if you are playing by tournament rules. I can't see many squadrons having a ship like this unless the players strategy focuses entirely on bringing this beast to bear on a single opponent. Essentially this and YT-1300 are designed for larger squad games, with these ships playing the role of heavy hitters or squad leaders. I like the fact that they have added a stock bounty hunter pilot, so you can effectively use it as a ship for the rebel alliance, but also as a third faction ship. Essentially with the YT-1300 and the common Y-Wing you can field a basic if not expensive neutral faction.
Name: Slave I
Ability: Firespray-31 only. Title. Your upgrade bar gains the (Torpedo) upgrade icon.
Weapon Slots ÷
Name: Assault Missiles
Ability: Attack (Target Lock) Spend your target lock and discard this card to perform this attack. If this attack hits, each other ship at range 1 of the defender suffers 1 damage.
Name: Homing Missiles
Ability: Attack (Target Lock) Discard this card to perform this attack. The defender cannot spend evade tokens during this attack.
Name: Ion Cannon
Ability: Attack: Attack 1 ship. If this attack hits, the defender suffers 1 damage and receives 1 ion token. Then cancel all dice results.
Name: Heavy Laser Cannon
Ability: Attack: Attack 1 ship. Immediately after rolling your attack dice, you must change all your (critical hit) results to (hit) results.
Name: Proximity Mines
Ability: Action: Discard this card to drop 1 proximity mine token. When a ship executes a maneuver, if it's base or maneuver template overlaps this token, this token detonates. Target ship rolls 3 attack dice and suffers all damage both critical and normal, then discard the token.
Name: Seismic Charge
Ability: When you reveal your maneuver dial, you may discard this card to drop 1 seismic charge token. This token detonates at the end of the activation phase. When this token detonates, each ship at range 1 suffers 1 damage, then discard this token.
Pilot Upgrades ÷
Name: Veteran Instincts
Ability: Increase your pilot skill value 2.
Ability: Action: Until the end of the round. Increase your primary weapon value by 1 and decrease your agility by 1.
Crew Upgrades ÷
Name: Mercenary Copilot
Ability: When attacking at range 3, you may change 1 of (hit) results to a (critical hit) result.
Ability: After you perform an attack that does not hit, immediately perform a primary weapon attack, you cannot perform another attack this round.
Name: Stealth Device (2)
Ability: Increase your agility value by 1. If you are hit by an attack, discard this card.
As you can see the Firespray has plenty of options to make it more effective in any combat situation. The modification cards can be used by any ship so these open up further customisation for your squads. This also counts for crew cards, although I am not sure what Chewie would think about having another Wookie on board the Falcon. The most unique aspect weapon wise is the bomb capability of the ship. Being able to drop small charges as you zoom past enemy ships in a tight formation and do 1 damage to everyone of them is potentially crushing, while the proximity mine is almost instant death for any fighter who crosses into it's scanning range, of course care must be taken with each as the chances of blowing your friends up is as high as your enemies.
Well thanks for reading this and remember to comment if I have missed anything or you need more information, also be sure to check back tomorrow for my Millennium Falcon guide.